#ifndef CDAMAGETYPE_H
#define CDAMAGETYPE_H

struct CDamageType
{
public:
	CDamageType();
	virtual ~CDamageType();
	/** True if this damagetype is caused by the world (falling off level, into lava, etc). */
	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = DamageType)
	unsigned int bCausedByWorld : 1;

	/** True to scale imparted momentum by the receiving pawn's mass for pawns using character movement */
	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = DamageType)
	unsigned int bScaleMomentumByMass : 1;

	/** When applying radial impulses, whether to treat as impulse or velocity change. */
	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = RigidBody)
	unsigned int bRadialDamageVelChange : 1;

	/** The magnitude of impulse to apply to the Actors damaged by this type. */
	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = RigidBody)
	float DamageImpulse;

	/** How large the impulse should be applied to destructible meshes */
	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Destruction)
	float DestructibleImpulse;

	/** How much the damage spreads on a destructible mesh */
	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Destruction)
	float DestructibleDamageSpreadScale;

	/** Damage fall-off for radius damage (exponent).  Default 1.0=linear, 2.0=square of distance, etc. */
	//UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = DamageType)
	float DamageFalloff;
};

#endif

